Closest By Network Distance Rule
Sends whichever idle transporter has the shortest journey to the pickup.
The default, and the obvious policy: it minimises the empty running that a fleet does. Note that distance here is distance along the guide path, not separation in space. On a one-way loop a transporter standing a few feet past the pickup point may have to go all the way round, so choosing by straight-line distance would routinely send the wrong one -- quietly, and with no symptom other than a fleet that performs worse than it should.
Ties go to the earlier transporter in the candidate list, which is declaration order, so the choice is the same on every run.
Functions
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open override fun selectTransporter(network: GuidedPathNetwork, pickup: GuidedPathNetwork.Intersection, candidates: List<GuidedTransporter>): GuidedTransporter